godot engine module to help with creating/optimizing in-game props.
Go to file
2021-08-10 16:40:46 +02:00
clutter Update the copyright texts for 2021. 2021-04-19 10:12:27 +02:00
doc_classes Typo fix in config.py. Sync classref to the current source. 2020-04-18 02:37:34 +02:00
editor Fix compile for 4.0. 2021-02-06 11:54:57 +01:00
jobs Moved PropMesherJobStep to the jobs folder. 2021-08-09 11:23:40 +02:00
material_cache Implement initial_setup_default for PropMaterialCache and PropMaterialCachePCM. 2021-08-10 10:06:13 +02:00
props Added a PropTextureCache singleton, and a PropTextureJob class. 2021-05-17 22:27:10 +02:00
singleton Added missing material_get to PropCache. 2021-08-10 10:01:41 +02:00
.gitignore Moved everything that is prop related from Voxelman to here. Note that Voxelman is required for this to compile for now. This will be fixed soon. 2020-04-03 09:23:01 +02:00
config.py Removed PropDataEntity. 2020-07-06 22:19:40 +02:00
LICENSE Update the copyright texts for 2021. 2021-04-19 10:12:27 +02:00
prop_ess_entity.cpp Added a few skeleton classes. 2020-04-03 13:45:55 +02:00
prop_ess_entity.h Fix build for 4.0. 2020-04-09 12:36:33 +02:00
prop_instance_job.cpp Fixed quite a few issues with the prop instance merger's logic. 2021-08-10 12:23:53 +02:00
prop_instance_job.h Fixed quite a few issues with the prop instance merger's logic. 2021-08-10 12:23:53 +02:00
prop_instance_merger.cpp Implement NOTIFICATION_TRANSFORM_CHANGED. 2021-08-10 16:40:46 +02:00
prop_instance_merger.h Fixed quite a few issues with the prop instance merger's logic. 2021-08-10 12:23:53 +02:00
prop_instance_prop_job.cpp Fixed more issues. Now meshes actually get built. 2021-08-10 15:06:10 +02:00
prop_instance_prop_job.h Reset the meshes even if _prop_data is not valid. 2021-08-10 10:53:22 +02:00
prop_instance.cpp Actually queue the build in queue_build. 2021-08-10 10:29:52 +02:00
prop_instance.h Material support for the Propinstance. 2021-04-27 17:32:33 +02:00
prop_mesher.cpp Actually use the vector write proxy in PropMesher's build_mesh. 2021-08-10 12:31:28 +02:00
prop_mesher.h Added generate_ao and generate_random_ao to PropMesher (From Terraman's prop job.). They are commented out for now. 2021-04-24 22:03:45 +02:00
prop_scene_instance.cpp Fix compile for 4.0. 2021-02-06 11:54:57 +01:00
prop_scene_instance.h Added PropSceneInstance, and added a processor for it. 2020-07-06 22:02:22 +02:00
README.md Fix compile for 4.0. 2021-02-06 11:54:57 +01:00
register_types.cpp Renamed the PropTextureCache singleton to PropCache. 2021-08-09 15:57:21 +02:00
register_types.h Update the copyright texts for 2021. 2021-04-19 10:12:27 +02:00
SCsub Renamed the PropTextureCache singleton to PropCache. 2021-08-09 15:57:21 +02:00

Props Module

This is a c++ engine module for the Godot Engine.

It gives you props, and editor utilities to convert scenes to props.

It supports both godot 3.2 and 4.0 (master last tested commit). Note that since 4.0 is still in very early stages I only check whether it works from time to time.

Pre-built binaries

You can grab a pre-built editor binary from the Broken Seals repo, should you want to. It contains all my modules.

Optional Dependencies

Mesh Data Resource: Support for merged meshes, even in gles2.
Texture Packer: Prop Instance will use this to merge textures.
Thread Pool: Prop Instance will use this for multithreaded generation.

PropData

Props are basicly 3D scenes in a simple format, so other things can easily process them without instancing.

For example if you create a building from MeshDataInstances, and then convert that scene to a prop, Voxelman can spawn it, merge it's meshes, and create lods without any scene instancing.

PropData is the main class you'll use, it's main purpose it to store a list of PropDataEntries.

PropDataEntries

These are the classes that actually store data.

They contain 4 methods for scene->prop conversion, namely:

//Whether or not this PropDataEntry can process the given Node.
virtual bool _processor_handles(Node *node);

//Save the given Node into the given prop_data any way you like, at tranform.
virtual void _processor_process(Ref<PropData> prop_data, Node *node, const Transform &transform);

//Turn PropDataEntry back into a Node
virtual Node *_processor_get_node_for(const Transform &transform);

//Whether the system should skip evaluating the children of a processes Node or not. See PropDataScene, or PropDataProp.
virtual bool _processor_evaluate_children();

PropInstances

PropInstances are not yet finished.

They will be able to merge meshes, texture etc from a Prop, and also generate lods for it.

Essentially they will be a more advanced MeshInstance.

Voxelman implements all of this, just haven't finished porting it yet.

PropUtils Singleton

The PropUtils singleton helps with scene->prop conversion.

You can register new PropDataEntries as processors, should you need to.

Scene conversion

You can either click the new "To Prop" button on the menubar of the 3D scene for a quick conversion, or look into Project->Tools.

Building

  1. Get the source code for the engine.

If you want Godot 3.2: git clone -b 3.2 https://github.com/godotengine/godot.git godot

If you want Godot 4.0: git clone https://github.com/godotengine/godot.git godot

  1. Go into Godot's modules directory.
cd ./godot/modules/
  1. Clone this repository
git clone https://github.com/Relintai/props props
  1. Build Godot. Tutorial